Getting IE8 Compatibility with EaselJS and ExplorerCanvas

I am using EaselJS and want to enable backward compatibility with ExplorerCanvas.

This should be possible using the following code (see here ):

createjs.createCanvas = function () { ... return canvas implementation here ... }

However, if I put a warning in this function and run the code, the function never runs.

How do I make this work?

Edit:

Here is a simplified example of the code I'm using:

<!DOCTYPE html>
<html lang='en'>
<head>
    <meta charset='utf-8' />
    <script src='/Scripts/jquery-1.7.1.js'></script>
    <script src="/Scripts/excanvas/excanvas.compiled.js"></script>
    <script src="/Scripts/easeljs/lib/easeljs-0.5.0.min.js"></script>
    <script src='/Scripts/core/jquery.mousewheel.js'></script>
    <style>
        canvas
        {
            border: 1px solid #ccc;
        }
    </style>
    <script type='text/javascript'>
        $(document).ready(function () {
            // Variables
            var img;
            var stage;
            var bmp;

            // Bindings
            $('#load').click(function () { initialize() }); // DELETE

            // Functions

            function initialize() {
                img = new Image();
                img.onload = imageLoadedEvent;
                img.src = '/Scripts/viewer/June.jpg';
            }

            function imageLoadedEvent() {
                var canvasElement = generateContext('testCanvas', 400, 400);

                stage = new createjs.Stage('testCanvas');
                bmp = new createjs.Bitmap(img);

                stage.autoClear = true;
                stage.addChild(bmp);
                stage.update();
            }

            function generateContext(canvasID, width, height) {
                var canvasElement = document.createElement('canvas');

                if (typeof (G_vmlCanvasManager) != 'undefined')
                    canvasElement = G_vmlCanvasManager.initElement(canvasElement);

                canvasElement.setAttribute("width", width);
                canvasElement.setAttribute("height", height);
                canvasElement.setAttribute("id", canvasID);

                document.getElementById('viewer').appendChild(canvasElement);
            }
        });
    </script>
</head>
<body>
    <div id='viewer'>
        <button id='load'>load</button>
    </div>

</body>
</html>

This example will run on Chrome and IE9 when its own canvas element is created and used. However, in IE8, it fails.

+1
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2 answers

, ExCanvas EaselJS. . , .

  • EaselJS: https://github.com/gskinner/EaselJS.git. , javascript .
  • "" .
  • , . , .
  • EaselJS createCanvas, ExCanvas. SpriteSheet.js Graphics.js, DisplayObject.js, Container.js .. jQuery js, . $(document).ready().
  • , 700 x 700 IE ( 8).

    head >

            <!--
                Load ExCanvas first, and jquery
            -->
            <script type='text/javascript' src='./javascript/excanvas.js'></script>
            <script type='text/javascript' src='./javascript/jquery-1.8.2.min.js'></script>
    
            <!--
                Have to load Easel js files in a certain order, and override the createCanvas
                function in order for it to work in < IE9.
            -->
            <script type='text/javascript' src='./javascript/easel/UID.js'></script>
            <script type='text/javascript' src='./javascript/easel/Ticker.js'></script>
            <script type='text/javascript' src='./javascript/easel/EventDispatcher.js'></script>
            <script type='text/javascript' src='./javascript/easel/MouseEvent.js'></script>
            <script type='text/javascript' src='./javascript/easel/Matrix2D.js'></script>
            <script type='text/javascript' src='./javascript/easel/Point.js'></script>
            <script type='text/javascript' src='./javascript/easel/Rectangle.js'></script>
            <script type='text/javascript' src='./javascript/easel/Shadow.js'></script>
            <script type='text/javascript' src='./javascript/easel/SpriteSheet.js'></script>
    
            <script type='text/javascript'>
                var canvas, stage;
    
                createjs.createCanvas = function () { return getCanvas(); };
    
                function getCanvas() {
                    // This is needed, otherwise it will keep adding canvases, but it only use the last one it creates.
                    canvas = document.getElementById("myCanvas");
                    if (canvas != null) {
                        document.getElementById("container").removeChild(canvas);
                    }
                    canvas = document.createElement("canvas");
                    document.getElementById("container").appendChild(canvas);
                    if (typeof (G_vmlCanvasManager) != 'undefined') {
                        canvas = G_vmlCanvasManager.initElement(canvas);
                        canvas.setAttribute("height", "700");
                        canvas.setAttribute("width", "700");
                        canvas.setAttribute("style", "height:700px; width:700px;");
                        canvas.setAttribute("id", "myCanvas");
                    }
                    return canvas;
                }
            </script>
    
            <script type="text/javascript">
                $(document).ready(function () {
                    loadOtherScripts();
                    stage = new createjs.Stage(canvas);
    
                    // Draw a red line from top left to bottom right
                    var line = new createjs.Shape();
                    line.graphics.clear();
                    line.graphics.setStrokeStyle(2);
                    line.graphics.beginStroke("#FF0000");
                    line.graphics.moveTo(0, 0);
                    line.graphics.lineTo(700, 700);
                    stage.addChild(line);
    
                    stage.update();
                });
    
                function loadOtherScripts() {
                    var jsAr = new Array(13);
    
                    jsAr[0] = './javascript/easel/Graphics.js';
                    jsAr[1] = './javascript/easel/DisplayObject.js';
                    jsAr[2] = './javascript/easel/Container.js';
                    jsAr[3] = './javascript/easel/Stage.js';
                    jsAr[4] = './javascript/easel/Bitmap.js';
                    jsAr[5] = './javascript/easel/BitmapAnimation.js';
                    jsAr[6] = './javascript/easel/Shape.js';
                    jsAr[7] = './javascript/easel/Text.js';
                    jsAr[8] = './javascript/easel/SpriteSheetUtils.js';
                    jsAr[9] = './javascript/easel/SpriteSheetBuilder.js';
                    jsAr[10] = './javascript/easel/DOMElement.js';
                    jsAr[11] = './javascript/easel/Filter.js';
                    jsAr[12] = './javascript/easel/Touch.js';
    
                    for (var i = 0; i < jsAr.length; i++) {
                        var js = jsAr[i];
                        $.ajax({
                            async: false,
                            type: "GET",
                            url: js,
                            data: null,
                            dataType: 'script'
                        });
                    }
                }
        </head>
        <body>
            <div id="container"></div>
        </body>
    </html>
    
+3

quasi canvas, , :

<head>
<!--[if lt IE 9]><script src="excanvas.js"></script><![endif]-->
</head>

var el = document.createElement('canvas');
G_vmlCanvasManager.initElement(el);
var ctx = el.getContext('2d'); 

EDIT:

! :

- easeljs. , , easeljs: http://jsfiddle.net/xdXrw/. , easeljs, , , IE8.

0

Source: https://habr.com/ru/post/1622361/


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